89 lines
2.7 KiB
Groff
89 lines
2.7 KiB
Groff
.\" @(#)snake.6 1.1 92/07/30 SMI; from UCB 4.2
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.TH SNAKE 6 "24 October 1983"
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.SH NAME
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snake, snscore \- display chase game
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.SH SYNOPSIS
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.B /usr/games/snake
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[
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.BI \-w n
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] [
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.BI \-l n
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]
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.br
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.B /usr/games/snscore
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.SH DESCRIPTION
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.IX "snake command" "" "\fLsnake\fP \(em display chase game"
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Snake is a display-based game which must be played on a CRT terminal
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from among those supported by vi(1).
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The object of the game is to make as much money as possible without
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getting eaten by the snake. The
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.B \-l
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and
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.B \-w
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options allow you to specify the length and width of the field.
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By default the entire screen (except for the last column) is used.
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.PP
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You are represented on the screen by an I.
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The snake is 6 squares long and is represented by S's.
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The money is $, and an exit is #.
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Your score is posted in the upper left hand corner.
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.PP
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You can move around using the same conventions as vi(1),
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the h, j, k, and l keys work, as do the arrow keys.
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Other possibilities include:
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.IP sefc
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These keys are like hjkl but form a directed pad around the d key.
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.IP HJKL
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These keys move you all the way in the indicated direction to the
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same row or column as the money. This does
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.I not
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let you jump away from the snake, but rather saves you from having
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to type a key repeatedly. The snake still gets all his turns.
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.IP SEFC
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Likewise for the upper case versions on the left.
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.IP ATPB
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These keys move you to the four edges of the screen.
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Their position on the keyboard is the mnemonic, e.g.
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P is at the far right of the keyboard.
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.IP x
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This lets you quit the game at any time.
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.IP p
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Points in a direction you might want to go.
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.IP w
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Space warp to get out of tight squeezes, at a price.
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.IP !
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Shell escape
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.IP ^Z
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Suspend the snake game, on systems which support it.
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Otherwise an interactive shell is started up.
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.PP
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To earn money, move to the same square the money is on.
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A new $ will appear when you earn the current one.
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As you get richer, the snake gets hungrier.
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To leave the game, move to the exit (#).
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.PP
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A record is kept of the personal best score of each player.
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Scores are only counted if you leave at the exit,
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getting eaten by the snake is worth nothing.
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.PP
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As in pinball, matching the last digit of your score to the number
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which appears after the game is worth a bonus.
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.PP
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To see who wastes time playing snake, run
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.I /usr/games/snscore .
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.SH FILES
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.nf
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.ta \w'/usr/games/lib/snakerawscores 'u
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/usr/games/lib/snakerawscores database of personal bests
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/usr/games/lib/snake.log log of games played
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. \"/usr/games/busy program to determine if system too busy
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.DT
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.fi
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.SH BUGS
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.PP
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When playing on a small screen,
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it's hard to tell when you hit the edge of the screen.
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.PP
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The scoring function takes into account the size of the screen.
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A perfect function to do this equitably has not been devised.
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